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Fairyland v0.2

By Aquanim
Rating:

Do you believe in fairies? A prototype map for 1v1 or small teams.
Size: 10 x 10

PLAY ON THIS MAP


Downloads: 56
Manual downloads:
http://spring1.admin-box.com/maps/fairyland_v0.2.sd7
http://api.springfiles.com/files/maps/fairyland_v0.2.sd7


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Changelog from 0.1 to 0.2:

- Added geothermal indicator to the texture.
- Added skybox and changed colour of out-of-bounds.
- Added fog.

I'm aware of the general disdain for fog but it fits the map well and it mostly affects the appearance of the water areas, with a tiny bit on the lower ground. I would like feedback about the fog in particular.

Needs boxes setting again - if the backlash against fog is not too bad it could be featured. There are likely to be more changes at some point in the future but I'd like a decent body of playtesting first.
+0 / -0
Skasi
8 years ago
quote:
- Added fog.

*waves fist at screen*
+3 / -0

8 years ago
Play the map first, it's seriously not that bad.
+0 / -0
Fog is laggy in my computer, any way to disable it?
EDIT: ok, it's the volumetric clouds widget (thanks Aquanim)
+0 / -0
Ayup. For the record, just search for the "Volumetric Clouds" widget (searching for "fog" will find it) and then turn it off if you have performance or aesthetic issues.

If and when this is featured, is it possible to add a message about how to disable the fog, like the water damage warning on Quicksilver?

Besides the fog issues I reckon this is ready to go. Unless something obviously broken comes up, any changes I'd want to make after this would be as a result of a bunch of playtesting.
+0 / -0


8 years ago
As much as I like the volumetric fog, with it's current performance impact I don't believe it should be enabled by default in any maps.

Have you tried gui_dualfog.lua from blueprint? It renders a flat plane of fog a la early Seth's Ravine. Early versions had issues but I've done testing on the version currently in blueprint and have no error or noticeable framerate loss.
+1 / -0
I couldn't work out how to make dualfog do literally anything at all. Presumably I was doing something wrong.

+0 / -0


8 years ago
You have to comment out the Spring.GetMapOptions stuff right at the beginning, but leave enabled = true.
+0 / -0


8 years ago
I wonder if volfog can be made faster. I also wonder whether i should renegade-interrupt any attempts by my brain to think in GLSL.
+0 / -0

8 years ago
quote:
You have to comment out the Spring.GetMapOptions stuff right at the beginning, but leave enabled = true.

I've tried this now and it still doesn't seem to work.
+0 / -0


8 years ago
Try this map and see if fog works, if so just grab that version: http://springfiles.com/spring/spring-maps/siberian-divide
+0 / -0
I don't see any fog on Siberian Divide either (though I do see the snow)... probably something wrong locally then.

Actually, what is dualfog supposed to look like?


Cancel that, I just didn't notice the fog on Siberian. I can actually see it.

...and after looking at this I think I see the error I made.
+0 / -0
A comparison between volumetric fog:
[Spoiler]
and dualfog:
[Spoiler]
I prefer the volumetric fog but at the moment I dunno if it's worth the aliasing problems and the performance issues which some players (somewhere between 5% and 20% at a guess) have with it. Comments?

Note: The only other map I know of with volumetric fog is Incandescence - I believe at least one player who has serious performance issues on Incandescence did not encounter them here. So far the only player who has specifically raised an issue with performance on this map with me is ESrankElTorero.

I will also observe that this map will by design typically not go ultra-lategame with tons of units everywhere, which ameliorates the lag issue somewhat.

For the record, (after fixing some other derps of my own) I could not get dualfog to work when given an absolute height value, but it did work with a percentage.
+0 / -0
quote:
Note: The only other map I know of with volumetric fog is Incandescence

Klon's unfinished Quagmire also uses it, also Red 1.12

quote:
aliasing problems

Some disclosure: it really works on a downsampled z-buffer, which is 9 times faster. jK linked me to some paper on how to fix the "aliasing" but it looked like math, so i never did it.
+0 / -0
8 years ago
map looks good but super foggy.
+0 / -0
Skasi
AUrankAdminAquanim
quote:
Play the map first, it's seriously not that bad.

USrankAdminJasper
quote:
map looks good but super foggy.

I don't know who to trust. :-|
Looks like I really have to try it.

Oh, nevermind.
quote:
- LoS fog practically removed. The map is a lot cleaner visually with this change.
+0 / -0
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